Update 1.1.25

[h1]New Elite System[/h1] [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25423482/4b3bbad042ee8c90b2fd669e4ee9dd9485ce5869.gif[/img] Elite enemies have, up to this point, simply acted like beefier versions of their normal counterparts, however this doesn't feel very fun in my opinion and at high difficulties the elite enemies simply replace the normal enemies. With this update, I have completely changed how Elite enemies work, making them less common and more threatening by the addition of Affixes (similar to Diablo 3) [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25423482/7a2535809198aa209435c28db0496690630682b9.gif[/img] While I was originally going to save some of these mechanics for new enemy types, getting new enemy art+animations is a painfully slow process and I think this will add significantly more variety. Currently I have 7 different Affixes for elites, some are defensive, some are offensive. Each Elite enemy will now get a random affix when it spawns, so any of the elite enemies can get any of the affixes. [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25423482/83367a9165f4722d0e0310636f87c29544c9df4f.gif[/img] Additionally, at higher difficulties Elite Enemies will get additional affixes, currently up to a maximum of 4, which can lead to some very interesting combinations. The Affix system is also very extensible and I plan on adding many more in the future whenever inspiration strikes! This will likely be a fantastic avenue for additional QuiVr content that is much less time consuming to implement compared to getting new 3D art. I look forward to your feedback and suggestions on how to improve this system moving forward :D [h1]Additional Changes and Fixes[/h1] [list] [*]Optimized enemy spawn system [*]Improved Static Shock performance [*]Improved Baron launch location selection code [*]Fixed archery practice leaderboard not saving [/list]